Eduman Coaching for Business Wellness

Empowering people, empowering business.

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Eduman Perspective Game

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Overview of The fun Card & Board Game

A Wellness/Emotional Fitness tool that uses whole-brain fun experiences to teach people perspective and understanding that makes the best of each day.

More than 90% of “Fortune 500” companies and 78% of UK companies utilise Emotional Fitness.

USA research indicates that for every $1 spent on EAP, $5 is saved through better productivity, lower health costs, lower absenteeism, and lower staff turnover.


1.  Buy the game outright for R3000, which includes a free coaching session.

2.  Rent the game with facilitation at a rate of R750/hour.

Key learning outcomes/opportunities include:



Healthy Self-esteem

Balanced beliefs


Balanced anger expression

Diversity celebration


Objective self-talk

Team Building


Conflict resolution

Mark Kassner consolidated the work of specialists, psychologists, and personal experience to give “PERSPECTIVE” it’s unique value.

Registered for accreditation with Services SETA and with Department of Manpower as service provider.

Key accounts included Toyota SA, Avis, Credit  Guarentee, Eskom, Southern Sun, Merck, Donmed, and S.A.B.C.

Launched Colgate conditioner while in marketing management; also associate member of I.M.M.


Perspective is idealistically the view God has of all creation in the past, present, and future. In contrast, our human perspectives are all so different, shaped by limited interpretations of limited experiences, and destructive habit patterns we may have developed along the way.

Further, we all have unique value, talents, and purposes, which we do not begin to appreciate and understand, because of our limited perspectives.

The good news is that people can learn perspective.

Research has shown that learning takes place far more readily while playing a game, than through the formal teaching approach.

With this in mind, “PERSPECTIVE” was developed by Mark Kassner, the Emotional Fitness Coach of EDUMAN BUSINESS WELLNESS CONSULTING.

As the 6-12 players progress through the game, using the cards and board layout, they land on “Time Out”, “Joker”, “Fun Stop”, “New Day”, and  “Event” spaces.

“Time Out” spaces are designed to give players breathing space.

“Joker” spaces and cards add to the chance and fun element of this learning experience.

“Fun Stop” spaces and cards stretch players with lateral thinking exercises, and activities that involve both sides of the brain.

“New Day” spaces and cards get players to practise skills for living the life they deserve. The cards outline exercises which integrate thinking, feeling, sensing, and empowering principles.

“Event” spaces and cards outline many typical life scenarios, and challenge players to discover the way we as people tend to interpret experiences, and to develop a big picture mindset.


Reach the end first, by having a good perspective of various life scenarios, or understanding of what we as people actually think in these type of situations. Along the way you also learn to master the “Fun stop” challenges and “New day” skills.


Divide the group up into two or three teams, and throw for the highest number to start. Players in each team take turns to play. Use both dice.

One player from each team throws the dice and lands on an “Event”, “New Day”(N/D), “Fun Stop”(F/S), “Joker”, or free “Time Out”(T/O) space. The player then picks up the matching card and reads the question out loud.

If a player/learner or the team lands on a “Time Out” and/or “Fun Stop” space twice in a row, he/she must pick up a “New Day” or “Event” card, and proceed from there.

Guidelines to the answer are on the back of the cards to help the opposing team to rate the answer. If the rating is “neutral” or “poor”, then the playing team’s next turn is used to answer a card from the same category, without throwing the dice again. This is repeated until a “good” rating has been achieved.

When a player lands on an “Event” or “FUN STOP” space, he/she reads the event out loud, then asks, listens, and writes down their team’s idea of what the ideal perspective is, or what the actual thinking of the person in the story is.

The “Event” and “FUN STOP” spaces are team answers. The other spaces are answered by the player whose turn it is, but on behalf of the team.


1.  Familiarise yourself with the purpose, rules, and overview of the game, and what it takes to win.

2.  Split the players/learners into groups of 3-4 people, giving you 2-3 teams. Also advise them of your role as facilitator.

3.  Brief them on the rules and essence of the game, and begin.

4.  Make sure questions are read out loud, and all players/learners hear the question.

5.  While one team is answering, get the other team(s) to evaluate the “answer” on the back of the card. This keeps them busy, and prepares them for the evaluation.

6.  Look for opportunities to expand on some of the “EVENT” or “NEW DAY” cards, and facilitate discussions and plans of action around this.

7.  Closely observe the dynamics of the group. Are they avoiding issues, so that they are accepted by the others, and thereby maintain a level of comfortable familiarity?

8.  Take note of how “rating by opposing team” takes place, and facilitate consistency and fairness from both teams.

9.  Play/coach the game, for 1-1.5 hours at a time. If you have not finished and wish to, simply see who is closer to the “FINISH”, and declare a winner.

10. In general, always be alert for any learning opportunities the players/learners may not have notice.



Very helpful in getting the team to talk to each other

Good self-esteem builder

Loads of fun

Get to learn about others in the team

Forum in which to express feelings

Chance to listen to the opinions of others

More self-aware

Better perspective on how to deal with issues

Worth playing

Forced to be honest with yourself

Would need to play the game on a regular basis

Learn about yourself and the team

Deal with problems in a more balanced way



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The Careways Group



Business Learning Consulting

BDG Group

Consulting Psychologist

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Hope Worldwide

Coaching Psychologist

Industrial Psychologist

Learning Link




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D Lynch/P L Kordis

Dr B Wilkenson

Steven Covey

Dr Henry Cloud

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Edward de Bono

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M J Gelb/T Buzan

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